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<font color="#FFFFFF"><u><font size=+4>fRaBs</font></u><i>&nbsp;
level editing</i></font>
<br><a href="../index.html">Main</a><i><font color="#FFFFFF"> - </font></i><a href="updates.html">Updates</a><i><font color="#FFFFFF">
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<p><tt>&nbsp; Written by Duong Dai Nguyen, level designer for Abuse</tt>
<br><tt>&nbsp; Edited by Mitch Burton and Justin Cassidy.</tt>
<p><tt>&nbsp; PLEASE NOTE THAT SOME OF THESE FUNCTIONS ARE NOT INCLUDED
IN ABUSE 2.0,</tt>
<br><tt>&nbsp; THE VERSION OF ABUSE THAT fRaBs USES. ALSO, NOTE THAT IF
YOU ARE USING</tt>
<br><tt>&nbsp; A REGULAR VERSION OF ABUSE THAT MANY OF THESE OBJECTS ARE
ONLY IN THE</tt>
<br><tt>&nbsp; fRaBs DISTRIBUTION.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ABUSE LEVEL EDITING</tt>
<br>&nbsp;
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Here at Crack dot Com
we strive to create fun games.&nbsp; Many elements</tt>
<br><tt>&nbsp; go into making a fun game, one of which is level design.
Supplied with</tt>
<br><tt>&nbsp; your official Abuse package is a level editor. This editor
allows</tt>
<br><tt>&nbsp; you to produce your own Abuse levels, using prefabricated
pieces which</tt>
<br><tt>&nbsp; we call OBJECTS. The interface is a little daunting at first,
but with some</tt>
<br><tt>&nbsp; persistence you can be blasting your way down long, dark
alleys pursuing (or</tt>
<br><tt>&nbsp; being pursued by!) aliens, robots, and flyers of your own
creation. Let's</tt>
<br><tt>&nbsp; begin!</tt>
<br>&nbsp;
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Table of contents</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (Do a key-word search
for the number/letter combination</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
to jump to the section you want to read)</tt>
<br>&nbsp;
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [1] <a href="#Shortcuts">Key Listings
and Extended Options</a></tt>
<br><tt>&nbsp;&nbsp;&nbsp; [1.a] Key Listings</tt>
<br><tt>&nbsp;&nbsp;&nbsp; [1.b] Extended Options</tt>
<br><tt>&nbsp;&nbsp;&nbsp; [1.c] X11 (X windows for UNIX) Options</tt>
<br><tt>&nbsp;&nbsp; ---------------------------------------</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [2] <a href="#Objects">Object Listings
and Descriptions</a></tt>
<br><tt>&nbsp;&nbsp;&nbsp; [2.a] Links</tt>
<br><tt>&nbsp;&nbsp;&nbsp; [2.b] AI</tt>
<br><tt>&nbsp;&nbsp;&nbsp; [2.c] Range</tt>
<br><tt>&nbsp;&nbsp;&nbsp; [2.d] <a href="objects.html">Object List</a></tt>
<br><tt>&nbsp;&nbsp; --------------------------------------</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [3] <a href="#Design">Preliminary
Level Designing, Editors Windows and Menus</a></tt>
<br><tt>&nbsp;&nbsp;&nbsp; [3.a] Preliminary Level Designing</tt>
<br><tt>&nbsp;&nbsp;&nbsp; [3.b] Windows and Menus</tt>
<br><tt>&nbsp;&nbsp; -------------------------------------------------------------</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [4] <a href="#Tips">Level Designing
Hints and Practicalities</a></tt>
<br><tt>&nbsp;&nbsp;&nbsp; [4.a] Level Designing Hints and Practicalities</tt>
<br><tt>&nbsp;&nbsp; -----------------------------------------------</tt>
<br><tt>&nbsp;&nbsp;&nbsp; [5-7] <a href="editor2.html">Advanced Level
Editing Topics</a></tt>
<br><tt>&nbsp;&nbsp; ------------------------------------</tt>
<br><tt>&nbsp;&nbsp; [8-10] <a href="editor3.html">Making Special Types
of Levels</a></tt>
<br>&nbsp;
<p><tt>[1]</tt>
<p><a NAME="Shortcuts" href="#Shortcuts"></a><a NAME="Shortcuts" href="#Shortcuts"></a><tt><a href="#Shortcuts" NAME="Shortcuts">Key
Listings and Extended Options</a></tt>
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[1.a] Key Listings</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>a&nbsp;&nbsp;&nbsp;&nbsp; : Toggle toolbar window.</tt>
<br><tt>A&nbsp;&nbsp;&nbsp;&nbsp; : Disable auto lighting (when computer
is too slow, lighting shuts off)</tt>
<br><tt>b&nbsp;&nbsp;&nbsp;&nbsp; : Toggle background tile picker window.</tt>
<br><tt>B&nbsp;&nbsp;&nbsp;&nbsp; : Make background window wider.</tt>
<br><tt>c&nbsp;&nbsp;&nbsp;&nbsp; : Center on player.</tt>
<br><tt>C&nbsp;&nbsp;&nbsp;&nbsp; : Clone object under cursor.</tt>
<br><tt>d&nbsp;&nbsp;&nbsp;&nbsp; : Delete object under cursor.</tt>
<br><tt>D&nbsp;&nbsp;&nbsp;&nbsp; : Toggle delays.</tt>
<br><tt>E&nbsp;&nbsp;&nbsp;&nbsp; : Toggle enlarged render.</tt>
<br><tt>f&nbsp;&nbsp;&nbsp;&nbsp; : Toggle foreground tile picker window.</tt>
<br><tt>F&nbsp;&nbsp;&nbsp;&nbsp; : Make foreground tile picker window
wider.</tt>
<br><tt>g&nbsp;&nbsp;&nbsp;&nbsp; :</tt>
<br><tt>h&nbsp;&nbsp;&nbsp;&nbsp; : Help!</tt>
<br><tt>i&nbsp;&nbsp;&nbsp;&nbsp; : Invert color black (for foreground
tile window, for discerning</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; transparent
and non-transparent tiles)</tt>
<br><tt>j&nbsp;&nbsp;&nbsp;&nbsp; : Jump player to mouse position.</tt>
<br><tt>k&nbsp;&nbsp;&nbsp;&nbsp; : Kill first link of object under cursor.</tt>
<br><tt>K&nbsp;&nbsp;&nbsp;&nbsp; : Kill last link of object under cursor.</tt>
<br><tt>l&nbsp;&nbsp;&nbsp;&nbsp; : Toggle light picker window.</tt>
<br><tt>L&nbsp;&nbsp;&nbsp;&nbsp; : Toggle layer show window.</tt>
<br><tt>m&nbsp;&nbsp;&nbsp;&nbsp; : Toggle map.</tt>
<br><tt>n&nbsp;&nbsp;&nbsp;&nbsp; : Next player focus (not working/useful).</tt>
<br><tt>o&nbsp;&nbsp;&nbsp;&nbsp; : Toggle object picker window.</tt>
<br><tt>p&nbsp;&nbsp;&nbsp;&nbsp; : Toggle palette picker window.</tt>
<br><tt>P&nbsp;&nbsp;&nbsp;&nbsp; : Toggle profiler window.</tt>
<br><tt>Q&nbsp;&nbsp;&nbsp;&nbsp; : Quit (does not ask permission).</tt>
<br><tt>r&nbsp;&nbsp;&nbsp;&nbsp; : Raise/lower tile under cursor.</tt>
<br><tt>s&nbsp;&nbsp;&nbsp;&nbsp; : Search for object. Not working yet.</tt>
<br><tt>S&nbsp;&nbsp;&nbsp;&nbsp; : Save level.</tt>
<br><tt>t&nbsp;&nbsp;&nbsp;&nbsp; : Flood fill the current tile. If "grabbing"
a palette window, flood</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fills
with the palette pattern.</tt>
<br><tt>U&nbsp;&nbsp;&nbsp;&nbsp; : Ultra smooth drawing. Not working yet.</tt>
<br><tt>v&nbsp;&nbsp;&nbsp;&nbsp; : Volume.</tt>
<br><tt>w&nbsp;&nbsp;&nbsp;&nbsp; : Where. Tells the x &amp; y position
of the mouse in the game.</tt>
<br><tt>x&nbsp;&nbsp;&nbsp;&nbsp; : Flip object under cursor on the X axis.</tt>
<br><tt>z&nbsp;&nbsp;&nbsp;&nbsp; : Clear weapons.</tt>
<br><tt>Z&nbsp;&nbsp;&nbsp;&nbsp; : Toggle god mode. Cursor must be inside
of view to toggle god-mode.</tt>
<br><tt>space : Pick up object, so that you can move it around (click to
drop).</tt>
<br><tt>ctrl&nbsp; : When moving an object : Hold down to align on a tile
grid.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; When not moving an objects
: Hold down on one object and let go on</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
top of another to make a link.</tt>
<br><tt>alt&nbsp;&nbsp; : Hold down while moving to align to center of
tile grid.</tt>
<br><tt>`&nbsp;&nbsp;&nbsp;&nbsp; : "Pick up" the foreground tile the mouse
is current on.</tt>
<br><tt>F1&nbsp;&nbsp;&nbsp; : Help!</tt>
<br><tt>F2&nbsp;&nbsp;&nbsp; : Save a single screen shot to scrnshot.pcx.</tt>
<br><tt>F3&nbsp;&nbsp;&nbsp; : Save a single screen shot, but name shot0001.pcx,
shot0002.pcx...</tt>
<br><tt>F5&nbsp;&nbsp;&nbsp; : Save a series of screen shots, one every
5 frames.</tt>
<br><tt>F10&nbsp;&nbsp; : Reduce screen to what it would for 320x200. Useful
for hi-res editing.</tt>
<br><tt>+&nbsp;&nbsp;&nbsp;&nbsp; : Increase view size.</tt>
<br><tt>SHIFT+: Increase view size a lot.</tt>
<br><tt>+&nbsp;&nbsp;&nbsp;&nbsp; : Decrease view size.</tt>
<br><tt>SHIFT-: Decrease view size a lot.</tt>
<br><tt>arrows: Scroll view.</tt>
<br><tt>TAB&nbsp;&nbsp; : Toggle edit/play mode.</tt>
<br><tt>/&nbsp;&nbsp;&nbsp;&nbsp; : Toggle console window.</tt>
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[1.b] Extended Options</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>-nosound</tt>
<br><tt>-sfx_volume [0..127]</tt>
<br><tt>-vmode [G640x480x256 |&nbsp;&nbsp;&nbsp;&nbsp; // SVGA for linux</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; G800x600x768 |</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; G1024x768x256]</tt>
<br><tt>-size xres yres&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// for X11 and DOS, for DOS -size ? will give you</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// a list of available modes</tt>
<br><tt>-2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// doubles each pixel during rendering</tt>
<br><tt>-demo&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// quits game after an idle timeout and goes to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// demo</tt>
<br><tt>-lisp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// starts up with an interactive lisp command line</tt>
<br><tt>-lock_size&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// X11, does not allow window to be resized</tt>
<br><tt>-disp/-display&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// specify an alternative X server than $DISPLAY</tt>
<br><tt>-no_delay&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// starts with no delays, plays as fast as computer</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// goes</tt>
<br><tt>-cprint&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// print all output to stderr instead of console</tt>
<br><tt>-nojoy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// disables joystick use (there isn't any, anyway!)</tt>
<br><tt>-lsf [filename]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// use a different lisp startup file than abuse.lsp</tt>
<br><tt>-edit&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// Initially start in EDIT_MODE, loads "edit.lsp"</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// as well</tt>
<br><tt>-t [filename]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// auto-number and load tiles from SPE file</tt>
<br><tt>-f [filename]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// load filenames as "level1.spe"</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// don't shoot yourself in the foot!</tt>
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[1.c] X11 (X windows for UNIX) options :</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>-noshm&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// don't use Shared memory for X11</tt>
<br><tt>-grab_pointer&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
// causes abuse to keep pointer inside of window</tt>
<br>&nbsp;
<p><tt>While playing, press &lt;TAB> to go into development mode, if you
ran abuse with</tt>
<br><tt>the -edit parameter. Type '/' to bring up the console window, into
which you</tt>
<br><tt>can type LISP commands.</tt>
<br>&nbsp;
<p><tt>[2]</tt>
<p><a NAME="Objects" href="#Objects"></a><a NAME="Objects" href="#Objects"></a><tt><a href="#Objects" NAME="Objects">Object
Listings and Descriptions</a></tt>
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[2.a] Links</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Before you can learn
about the objects you need to learn about</tt>
<br><tt>LINKING. Links are the grey lines drawn from one object to another.
They</tt>
<br><tt>act as visual cues, indicating that those objects are referencing
each</tt>
<br><tt>other for particular purposes that will be discussed later on in
this</tt>
<br><tt>document. The exact function of a link depends upon the objects
being</tt>
<br><tt>linked and the order in which the links are created. Creating a
link is</tt>
<br><tt>actually quite simple.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; First, position your
mouse cursor over the object you wish to</tt>
<br><tt>start the link from. A grey bounding box will surround the object.&nbsp;
Now,</tt>
<br><tt>you have two options. The first, and slightly faster, way is to
hold down</tt>
<br><tt>the &lt;CTRL> key, move the cursor to the object you want to create
the link</tt>
<br><tt>to, and let go. The second way is to click on the first object.
An extended</tt>
<br><tt>options window will open. Now, click on the second object, and
you've</tt>
<br><tt>made your link. Note that the extended options window now belongs
to the</tt>
<br><tt>second object, not the first. The advantage of this method is that
it can</tt>
<br><tt>be used to link objects to lights, whereas the first method cannot.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Some objects can have
multiple links.&nbsp; To make multiple links,</tt>
<br><tt>simply repeat either method.&nbsp; However, if you are using the
second</tt>
<br><tt>method, you must close the extended options window before you can
make</tt>
<br><tt>another link from the first object. It is also important to note
that links</tt>
<br><tt>are sensitive to which object they originate from.&nbsp; When you
create a link</tt>
<br><tt>from Object A to Object B, Object B is modified only in that its
range is</tt>
<br><tt>extended when the player is within range of Object A.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; There are two ways to
kill a link. The first is the most</tt>
<br><tt>flexible and efficient, and involves only the shortcut keys. First,
move</tt>
<br><tt>the cursor over the object that owns the link. Since objects can
have</tt>
<br><tt>multiple links, you can now either break the links first to last,
by</tt>
<br><tt>pressing &lt;k>, or last to first, by pressing &lt;SHIFT>-&lt;k>.
To see whether an</tt>
<br><tt>object is making a link or being linked, move the cursor over an
object with</tt>
<br><tt>a link line originating from it. If the line turns yellow, then
that object</tt>
<br><tt>owns the link.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The second method uses
the extended options window. First, open</tt>
<br><tt>said window by clicking on the object. There will be two buttons</tt>
<br><tt>with a red X on them. The button on the left will break links with</tt>
<br><tt>objects from first to last. The button on the right will break
links</tt>
<br><tt>with objects from last to first. Note that links to lights must
be</tt>
<br><tt>broken using this method. It is suggested that you close the extended</tt>
<br><tt>options window when you are finished, to prevent any accidental
linking</tt>
<br><tt>or delinking. Simply click on the check mark to close the window.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Most links that objects
make act as triggers. That is, an</tt>
<br><tt>object usually makes a link to another object, such as a sensor
or</tt>
<br><tt>switch, which can only have two states (on or off). When this sensor</tt>
<br><tt>or switch changes its state, the object is triggered and then proceeds</tt>
<br><tt>to do whatever it does best.</tt>
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[2.b] AI</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; There are two ways to
access an object's AI. The first</tt>
<br><tt>method is to click on the object, thus bringing up the extended</tt>
<br><tt>options window. Then, click on the AI button, which will bring</tt>
<br><tt>up the AI window. The second method is to simply position the</tt>
<br><tt>cursor over the object, and then press &lt;SHIFT>-&lt;a>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The AI window will have
a bunch of labeled fields, which are</tt>
<br><tt>different for each object. For the most part, these should be</tt>
<br><tt>self-explanatory. To modify them, move your mouse cursor over the
box</tt>
<br><tt>for the parameter you wish to modify, use the &lt;BACKSPACE> key
to delete</tt>
<br><tt>the current value, and, finally, type in the desired value. Click
on</tt>
<br><tt>the check to close the AI window and make the changes complete.</tt>
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[2.c] Range</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Another important facet
of objects is the range concept. Levels</tt>
<br><tt>can be quite large, and have hundreds of objects. Obviously, if
all of</tt>
<br><tt>them were given processing time, the game would run very slowly.
Thus,</tt>
<br><tt>only objects within a certain distance of the player are processed.</tt>
<br><tt>However, not all objects have the same range. For example, distant</tt>
<br><tt>aliens can walk through closed doors, because the aliens have a
longer</tt>
<br><tt>range. There are two ways to fix this. The first is to search through</tt>
<br><tt>the LISP code, find the portion that defines the AI of the objects,</tt>
<br><tt>and change the range there. The second way is to link another object,</tt>
<br><tt>usually a sensor, to the short-ranged object. When the closer</tt>
<br><tt>or longer ranged object is active, it will extend the range of</tt>
<br><tt>the linked object, allowing it to perform its special functions.</tt>
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[2.d] Object List</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>The fRaBs <a href="objects.html">object set</a> is huge, so it has
been moved to a <a href="objects.html">separate file</a>.</tt>
<p><tt>[3]</tt>
<p><a NAME="Design" href="#Design"></a><a NAME="Design" href="#Design"></a><tt><a href="#Design" NAME="Design">Preliminary
Level Designing, Windows and Menus</a></tt>
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[3.a] Preliminary Level Designing</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; When creating a new level,
it is generally a good idea to think</tt>
<br><tt>about a general theme. Will it be all action? Will there be puzzles,
and</tt>
<br><tt>if so, have difficult will they be? What is the mood of the level?
What</tt>
<br><tt>is the skill level of the target player? Keep these questions in
mind. You</tt>
<br><tt>may also find it helpful to sketch out the general design of a
level on</tt>
<br><tt>paper before you begin. Levels can be more or less as large as
you want them</tt>
<br><tt>to be, but the default size of 100 by 100 tiles should be large
enough for</tt>
<br><tt>most levels.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; However, before you can
begin putting down tiles and objects, you</tt>
<br><tt>must first learn to tame the windows and menus that populate the
world</tt>
<br><tt>we call ABUSE.</tt>
<br>&nbsp;
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[3.b] Windows and Menus</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; First, you will need
to start the game in edit mode. This will</tt>
<br><tt>allow you to access the built-in editor. To do this, go to the
current</tt>
<br><tt>ABUSE directory and type in this line :</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; abuse -edit</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The "-edit" is an Extended
Option. See section 1.b for a complete</tt>
<br><tt>listing of these.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The game will now start.
It will load level 00, the training level</tt>
<br><tt>by default. This will suit our goal of learning the windows and
menus just</tt>
<br><tt>fine. Notice that the game is not running yet. If you have already
played</tt>
<br><tt>the game, you will notice there now is a menu bar at the bottom
of the</tt>
<br><tt>screen that is not present when you normally play, and that your
cursor is</tt>
<br><tt>now an arrow instead of the usual target. Let's examine the menus
and their</tt>
<br><tt>functions.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Under the farthest left
hand menu called FILE, we find a listing</tt>
<br><tt>of file utility commands and some advanced options.</tt>
<p><tt>Under FILE--></tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Load Level</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Save Level (S)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Save level as</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Save game</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
New level</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Resize map</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Suspend non-players</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Play mode toggle (TAB)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Save Palettes</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Start cache profile</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
End cache profile</tt>
<p><tt>The first 5 options from the top are basic file utility commands
found</tt>
<br><tt>in almost all programs.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Load level</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command loads in levels. There are two methods you</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
can use to do this. The first is the command line -- simply</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
point the cursor at the text box at the top of the window,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
use the &lt;BACKSPACE> key to delete the current contents, and</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
type in the path and name of the level you wish to load.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The second is the file selection system that uses the mouse.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Under the text box, you will notice a list of files in the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
current directory. By double clicking on a directory, you</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
can move around your directory structure. Double clicking on</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
a file will have the editor try to load it as a level.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
-------NOTE----------</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The file selection system does not work for loading up files</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
outside the directory from which ABUSE was ran. Use the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
command line to load up levels from other directories outside</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the current one.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Save level (S)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command saves levels. A shortcut key is &lt;SHIFT>-&lt;s>.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will save the level with the name and path of the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
currently loaded level.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Save level as</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command saves a level using a different name from the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
currently loaded level. Its methods are the same as the Load</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Level command, and it has the same limitaions.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Save game</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The save game command saves the level with your current</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
position and weapon status. When the level is loaded up,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the player will begin at the position from which the game</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
was saved. This differs from the other save level commands</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
in those do not save your current position, and weapon status.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; New level</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command creates a new level.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Resize map</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command resizes the map (level). The default size is</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
100 x 100 tiles. A tile is 30 x 15 pixels, so this</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
translates into a 3000 x 1500 pixel world, or roughly</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
9.5 x 7.5 screens at the default resolution of 320x200.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
To change the size of the world type in the new parameters</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
and press &lt;OK>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Suspend non-players</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command stops all objects from being processed, aside</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
from the main character. You will notice that when you</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
execute this command, the main characters upper body is</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
frozen. This is because the main character is composed of two</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
objects, and only the lower half is processed. This mode</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
is useful in level designing when you don't want to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
disturb the world as you roam about.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Play mode toggle (TAB)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command starts the game from edit mode, allowing you to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
play the game as you normally would. Once you select this</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
command you can only use the short-cut key (TAB) to return to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
edit mode. It is suggested you use this key and forgo the menu</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
command, as the shortcut is much faster and not as tedious,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
and you will find yourself using it often.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Save palettes</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command saves palettes to a file called edit.lsp, which</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
can be edited using a conventional text editor. Palettes will</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
be discussed in detail later in this document.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Start cache profile</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This is a level optimization feature. It lets the engine know</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
in advance which graphics and sounds will be used in a level,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
so that it can store them in an efficient manner, resulting</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
in reduced disk access when playing the level.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
-----------------------NOTE--------------------------</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command should only be used for COMPLETED levels.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
To use this command properly these steps must be followed :</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
1) Start a new level from the proper position and state.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2) Select this command from the menu system.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3) Enter play mode.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
4) Play through the level as you normally would. Using</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
save positions is ok. Each time graphics, sound,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
etc. is used, the game makes note of it.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
5) Continue until you reach the end of the level. Do NOT</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
go to the next level.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
6) Press tab to return to edit mode.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
7) Use the load command to reload the level.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8) Save the level from the menu, or by using &lt;SHIFT>-&lt;s></tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
9) Choose End Cache Profile from the file menu.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; End/save cache profile</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will save and end the cache optimization</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
procedure. It saves the data to a file under the name</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
and directory of the original level with an extensiton of</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
.cpf.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; From the FILE menu you
will use the Load Level command most often.</tt>
<br><tt>The rest are occasionally used, and the Save Level command has
a keyboard</tt>
<br><tt>short-cut so it will not be necessary to use the menu for that
command. Now</tt>
<br><tt>let's take a look at the EDIT menus.</tt>
<p><tt>Under EDIT ----></tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Toggle light</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Set scroll rate</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Center on player</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Add palette</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Toggle Delays</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
God mode</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Clear weapons (z)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Mouse scroll</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lock palette windows</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Raise all foreground</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Toggle object names</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Toggle map&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (m)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Shrink to 320x200 (F10)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Disable view shifts</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Ultra Smooth draw (U)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Disable Autolight (A)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Show FPS/Obj count</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Record demo</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Play demo</tt>
<br>&nbsp;
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Toggle light</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command turns on and off the lighting. Lighting is a</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
unique feature of the Abuse engine, allowing the level</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
designer to create new and interesting scenes simply</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
by moving around the light sources. However, it can be</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
distracting while editing a level, so this command is</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
provided.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Set scroll rate</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command modifies the rate at which the foreground</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
layer and background layer scroll relative to each other.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The Abuse engine has the capability for 2 layers of</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
parallaxing. The top layer is called the foreground layer</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
and the bottom is called the background layer. The parameters</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
for the scroll rate are:</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
rate for background scroll in x axis:</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
rate for foreground scroll in x axis:</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
rate for background scroll in y axis:</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
rate for foreground scroll in y axis:</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
For example if the parameters were:</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
X mul&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
X div&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Y mul&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Y div&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Then background would scroll twice as fast as the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
foreground in the x and y axes.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Center on player</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will center the screen on the main character.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
It's very useful since the Abuse engine allows the level</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
designer to move the center of the screen away from the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
character. The short-cut key is &lt;c>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Add palette</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command allows the level designer to make custom</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
palettes. When you choose this command, a dialog box will</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
open with several fields. Type in an appropriate name, as well</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
as width and height values. Since the palette can be resized</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
with the arrow keys, you do not need to worry about getting</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the size perfect. You will now have a blank palette window.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
You can add foreground tiles to this window by selecting a</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
tile from the foreground tile window (see below), and then</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
clicking in the palette window with the RIGHT mouse button.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Palettes are discussed in detail in the section on the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Palettes menu option, below.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Toggle Delays</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will allow the game to run at the fastest speed</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
your machine is capable of. There should be a message telling</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
you whether delays are being turned on or off after you choose</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
this command. The keyboard short-cut is &lt;SHIFT>-&lt;d>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; God mode</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
In this mode you have all the weapons, unlimited ammo, and</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
cannot be killed. The SHAREWARE version has only four</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
weapons as opposed to the COMMERCIAL versions full eight</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
weapon types. The keyboard short-cut is &lt;SHIFT>-&lt;z>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Clear weapons (z)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command resets your weapon status, leaving you</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
with only the laser rifle. All ammo will be set to 0.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This is useful when designing and debugging levels,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
since the Abuse engine does not clear your weapons</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
status when you reset the level. The keyboard shortcut</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
is &lt;z>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Mouse scroll</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
An optional feature is the ability to use the mouse as a</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
scrolling device. If this command is active (as indicated</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
by an asterisk), you can move around the level by pushing</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the cursor against the boundaries of the screen. You can</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
also use the arrow keys to scroll around, however, you must</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
take care that you do not accidentally resize palette windows</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
when using them.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lock palette windows</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command prevents any accidential alteration to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
palettes. When this command is active (as indicated by an</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
asterisk) none of the palette windows can be resized nor</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
can the tiles in them be changed. To deactivate this command,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
simply select it again.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Raise all foreground</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will, when active as indicated by the asterisk,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
make all the foreground tiles laid down in the level be</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
raised. Raised foreground tiles are drawn in front of the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
character. When in edit mode all raised foregrounds will have</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
an 'X' drawn over them. You can deactivate this command by</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
selecting it from he menu again. To raise and lower individual</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
tiles, position the cursor over the tile you wish to raise or</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
lower and press the &lt;r> key.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Toggle object names</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
When this command is active, each object will have its name</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
displayed below it in green.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Toggle map&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
(m)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;

This command will display a map of the level. The map is a</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
global representation of the level, with area boxes shown.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
An area box is an area of the level that has its own</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ambient light and screen displacement values. The map can</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
be scrolled around with the arrow keys, or with the mouse</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
if mouse scroll is activated.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Ambient light is the global level of lighting. A</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
player can only have one ambient light value at a time.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
However with the help of area boxes, you can have multiple</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ambient light values. Once a player leaves an area box, the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
screen displacement and ambient light do not return to their</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
original values. The values of the screen displacement and</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ambient light change only when the player enters another area</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
box. Screen displacement shifts the center of the screen</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
away from the player. You can access these parameters and</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
others via the toolbar window, which can be opened from the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WINDOWS menu. See the section on the toolbar window, below,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
for a description of the tools and what they do.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The keyboard shortcut for map mode is &lt;m>. To get</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
out of map mode, simply press &lt;m> again.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shrink to 320x200 (F10)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command shrinks the view window to 320x200 resolution.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
When working in hi-res mode, this can give you an idea of</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
what the player will see in low-res mode.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Disable view shifts</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
If this command is activated (it will have an asterisk next</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
to it in the menu selection) view shifts will not take place</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
when the player enters a new area box. When developing a</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
level, this command can prevent accidental and annoying</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
view shifts. To enable view shifts, simply reselect this</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
command.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ultra Smooth draw (U)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will draw the characters as smoothly as possible.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command currently is under development and should</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
not be used.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Disable Autolight (A)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command disables the autolight feature. The autolight</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
feature will turn off the lighting if the frame rate drops</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
below 9 frames per second. Disable this if you're working on</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
a slow machine and want to see the lighting no matter what</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the speed. To enable autolighting again, reselect this from</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the menu. The keyboard short cut is &lt;SHIFT>-&lt;a>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Show FPS/Obj count</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command prints the number of frames per second and the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
number of objects currently being processed in the upper</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
left hand corner of the screen.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Record demo</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will begin recording a demo of the game. These</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
demos can be viewed with the play demo command.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Play demo</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
this will play the demo which you have recorded.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The EDIT menu is very
important to designing levels. Most of the</tt>
<br><tt>important functions have keyboard shortcuts and can greatly speed
up</tt>
<br><tt>level designing. Now let's take a look at the WINDOWS menu.</tt>
<p><tt>WINDOWS-></tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Foreground&nbsp; (f)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Background&nbsp; (b)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Draw layers (L)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lighting&nbsp;&nbsp;&nbsp;
(l)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Palettes&nbsp;&nbsp;&nbsp;
(p)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Objects&nbsp;&nbsp;&nbsp;&nbsp;
(o)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Console&nbsp;&nbsp;&nbsp;&nbsp;
(/)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tool Bar&nbsp;&nbsp;&nbsp;
(a)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Search&nbsp;&nbsp;&nbsp;&nbsp;
(s)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Profile&nbsp;&nbsp;&nbsp;&nbsp;
(P)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Save positions</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Foreground&nbsp; (f)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will bring up the foreground tile window.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
From this window you can select foreground tiles to place</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
in the game world.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
To expand the foreground window, place your mouse cursor</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
inside the foreground window and press &lt;SHIFT>-&lt;f>.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Multiple presses will expand the window even further,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
though it will eventually return to a single tile window</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
window. If the foreground tiles seem small, place the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
cursor in the window and press the &lt;+> key to make them</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
full size. Similarly, if they are taking up too much space,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
press the &lt;-> key to shrink them. Note that the 0 color black</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
is drawn as beige in the foreground tiles, for identification</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
purposes. To select a tile from this window, simply click on</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
it. You can then place the tile by moving to where you want to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
put it and left clicking. The keyboard shortcut is the &lt;f> key.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Background&nbsp; (b)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This selection will bring up the background tile window.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
These tiles are drawn behind the foreground tiles, and will</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
show through only where there are no foreground tiles, or</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
where the color black (0 color) is present in foreground</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
tiles. You can select tiles from this window using the same</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
method as for the foreground window. However, to place tiles,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
you must right click, as a left click will place a foreground</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
tile. The keyboard shortcut is &lt;b>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Draw layers (L)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This selection opens the layers window. The buttons in this</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
window toggle the display of various layers. That is, you can</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
toggle the drawing of, among other things, lighting effects</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
and foreground tiles. The latter would be useful when laying</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
down background tiles.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FORE&nbsp; : Toggles the foreground layer.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
BACK&nbsp; : Toggles the background layer.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
BOUND : Toggles the bounding boxes on foreground tiles.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Bounding boxes block the player, so that one can</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
walk on floors and be stopped by walls.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
LIGHT : Toggles the lighting.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
LINKS : Toggles the display of links between objects.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
In areas with lots of links, they can sometimes</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
obscure the foreground. Note that when off, the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
light icons will not be drawn.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The keyboard shortcut is &lt;SHIFT>-&lt;l>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lighting&nbsp;&nbsp;&nbsp;
(l)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This will bring up the lighting window. This window has</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
buttons for a variety of light source shapes, as well as an</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ambient button. Lights are respresented by a white, circular</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
or semi-circular icon, depending upon its shape. You select</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
and place a light in the same way you do a foreground tile.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Sometimes you will want to modify the size or shape of the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
light. There are several ways to do this. The first method</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
uses the keyboard almost entirely :</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
1) Position the cursor over the light whose shape</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
you wish to change. Or, you can skip to step 3,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
if you have selected a light but have not dropped it.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2) Press the &lt;SPACEBAR> to pick it up.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3) Use the arrow keys to reshape the light, or + and - to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
resize it.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The second method involves the use of the extended options</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
window :</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
1) Click on the light.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2) Modify the W and H fields for the light. These will</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
change the width and height, respectively. Note</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
that these fields expect small numbers. The L2 field</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
will change the size of the light. This field can</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
accept very large numbers.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The keyboard shortcut is &lt;l>. Lighting is an excellent</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
tool for creating mood in the levels. Learn how to use the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
lighting well.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Palettes&nbsp;&nbsp;&nbsp;
(p)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will open a window containing a list of palettes.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Choose one and double click on it to open a palette window.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Sometimes the palette windows will be shrunken so as to take</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
up less space. Palette windows can be shrunk and expanded,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
just as the foreground and background windows can. While in</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
this window, hold shift and type a letter to jump to the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
palettes starting with that letter.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Palettes have a variety of uses. Not only can they be used as</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
custom tile libraries, they can be used to fill areas, or to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
stamp down one set of tiles at a time. They are quite useful</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
for creating complex patterns of tiles with great speed. To</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
stamp down the palette, click on the palette's window bar with</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the left mouse button. While keeping the mouse button held</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
down, drag the upper left corner of the window to the position</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
where you wish to stamp, then press the &lt;SPACEBAR> key. If you</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
wish to fill, press the &lt;t> key instead. The result of a</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
palette stamp is perhaps best shown rather than described.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Assume that the palette is being stamped at the upper left</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
corner of the grid. A-d are foreground tiles.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Palette&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Grid before stamp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Grid after stamp</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
+-+-+&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
+-+-+&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
+-+-+</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
|a|b|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
| | |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
|a|b|</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
+-+-+&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
+-+-+&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
+-+-+</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
|c|d|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
| | |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
|c|d|</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
+-+-+&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
+-+-+&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
+-+-+</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Palettes can also be used to fill or stamp one tile</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
at a time. Simply left click on a tile in the palette window,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
then place it as you normally would. Do NOT right click, as</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
you might accidentally alter your palette. To help prevent</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
accidental alterations to the palette, read about the Lock</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Palette Windows command, above.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
To expand or shrink a palette, simply position the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
cursor in the palette window and use the arrow keys to resize</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
it. BE CAREFUL with this -- if you shrink a palette, any tiles</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
that were in area you just shrunk will no longer be there,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
even if you expand the palette back to where it was. This is</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
annoying, at best.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Also, make sure to use the Save Palettes command in</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the FILE menu to save your palettes so that you may use them</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
in the future. Saving the level does NOT save the palettes.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Palettes are very powerful tools to a level designer. They</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
will allow you to do complex fills and create repetitive</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
structures easily, as well as being custom libraries for</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
tiles. Palettes are your friends.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Objects&nbsp;&nbsp;&nbsp;&nbsp;
(o)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Objects are the core of the game. They are all the characters</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
which you interact with. Each one has its own, unique AI</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
settings. This window gives you a listing of all the objects</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
in the game. While in this window, hold down shift and type a</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
letter to jump to the objects beginning with that letter. See</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Object Listings and Descriptions for a complete overview of</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
all the objects in the game. Some basic object utility</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
commands are as follows :</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;SPACEBAR>&nbsp;&nbsp; Picks up object under cursor.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;x>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Flips object
under cursor in x axis.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;d>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Deletes object
under cursor.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;SHIFT>-&lt;c>&nbsp; Clone object under cursor.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;CTRL>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Position object to a grid.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
(object must be picked up)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;ALT>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Position object in the
middle of a grid.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
(object must be picked up)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;SHIFT>-&lt;k>&nbsp; Kills last link of object under cursor.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;k>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Kills first
link of object under cursor.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The keyboard shortcut key for this window is &lt;o></tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Console&nbsp;&nbsp;&nbsp;&nbsp;
(/)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This will bring up the console window. The console window</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
can accept command line inputs. It can also be used to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
modify the game and receive information about the game's</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
state.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The keyboard shortcut is &lt;/>.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tool Bar&nbsp;&nbsp;&nbsp;
(a)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This will bring up the toolbar window. It is used in</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
conjunction with the map view to add and modify area boxes</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
and place tiles in the map view.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The toolbar menu has 3 icons : a pencil, an arrow, and a box</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
made of broken lines. The pencil lets you lay down tiles</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
that you have chosen from either the foreground window,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
palette window, or the current level itself. To lay down a</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
tile in the game, simply press the right mouse button over</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
an area in the map. The pencil mode is also useful for using</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the fill option. To fill an area in the map with one</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
foreground tile, follow these steps :</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
1) Select a tile from any of the three sources.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2) Make sure the area you wish to fill is completely</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
surrounded by tiles. If not, then lay down some tiles</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
to fill the gaps.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3) Move the mouse pointer into the area.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
4) Press the &lt;t> key.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
To select a tile which has already been laid down,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
position your mouse cursor over the tile and press</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the &lt;`> key. If your foreground window is open at the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
same time, it will jump to the tile you just selected.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This selection mechanism will work in map mode as well.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The box tool allows you to create a new area</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
box. To do this, follow these simple steps :</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
1) Select the box tool.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2) Enter map mode, if you haven't already.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3) Hold down the left mouse button, then drag to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
create the box.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
4) Release the mouse button.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The arrow icon lets you modify the settings of an</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
area box. To do this, follow this procedure :</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
1) Select the arrow tool.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2) Go to one of the yellow endpoints of the area box.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Each area box has two endpoints; one at the upper left</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
corner, and another at the lower right corner.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3) Double click on the endpoint. You will know when you</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
have selected an area box, as it will have turned into</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
a yellow box. This will bring up a window with several</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
parameters :</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Ambient</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The global lighting level. It ranges from 0 to 63.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
A value of -1 means no change.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Ambient Speed</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This is the increment at which the ambient light</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
level changes when the player enters the area box.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Obviously if the ambient light level is the same,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
there will be no change.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
View x off</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This is the number of pixels the player should be</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
offset from the center of the screen, in the X axis.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
A negative value will shift the screen left, and a</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
positive value will shift the screen right.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
View y off</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This is the number of pixels the player should be</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
offset from the center of the screen, in the Y axis.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
If the value is negative, it will shift the screen</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
upwards. A positive value will shift the screen</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
downwards.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
View x speed</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The rate the view shifts, in pixels.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
View y speed</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The rate the view shifts, in pixels.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Click on the &lt;OK> (check) button to close the area</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
box's extended option window to save the changes, or the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;DELETE> (big red X) button to delete the area box.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Search&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
(s)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This is currently under development, it will search for</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
objects within a level. Do not use.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Profile&nbsp;&nbsp;&nbsp;&nbsp;
(P)</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The profile window will display the current objects and</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
rank their CPU time. The higher up on the list, the more</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CPU time taken up by that object or group of objects.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Save positions</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
This command will save the positions of all opened windows.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Thus, when reopened, they will appear where you left them.</tt>
<br>&nbsp;
<p><tt>[4]</tt>
<br><a NAME="Tips" href="#Tips"></a><a NAME="Tips" href="#Tips"></a><tt><a href="#Tips" NAME="Tips">Level
Designing Hints and Practicalities</a></tt>
<p><tt>------------------------------------------------------------------------</tt>
<br><tt>[4.a] Level Designing Hints and Practicalities</tt>
<br><tt>------------------------------------------------------------------------</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If anyone has read this
far, they either have to be crazy, or</tt>
<br><tt>very determined. You make the call.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If you don't want to
draw your own tiles, you need to familiarize</tt>
<br><tt>yourself with the tile set. A good way to do this is to take a
look at the</tt>
<br><tt>current levels, like LEVEL00.SPE, the training level. Using the
&lt;`> key,</tt>
<br><tt>with the foreground window open, select the tiles which you have
an interest</tt>
<br><tt>in. Learn what they look like, and what they do. Also look at how
the various</tt>
<br><tt>tiles fit together. Use the layers window to turn on the bounding
layer and</tt>
<br><tt>see the bounding boxes for the various tiles. Use palettes so that
you don't</tt>
<br><tt>have to search through the foreground window for your favorite
tiles. Play</tt>
<br><tt>with the objects, see how they work with the player and with each
other. And</tt>
<br><tt>save your level often. Since you often mess up your level while
testing it</tt>
<br><tt>and killing monsters and so on, make use of the restore key (&lt;SHIFT>-&lt;r>),</tt>
<br><tt>which will reload your level. Note that if you saved the game at
a</tt>
<br><tt>RESTART_POSITION, your savegame and not the original level will
be reloaded.</tt>
<br><tt>Make sure not to save a level after you've gone through and killed
everything.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Making a level is an
incremental process, building block by block as</tt>
<br><tt>you go. Keep in mind your global goals for the level. Keep the
action steady,</tt>
<br><tt>but gradually build up to the "big finish". But, more than anything,
make</tt>
<br><tt>levels and get more experience. This is the best way to learn to
make great</tt>
<br><tt>levels.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; With all that said, level
designing is a rewarding process filled</tt>
<br><tt>with little twists and turns that will keep you enthralled and
entertained</tt>
<br><tt>for hours on end.</tt>
<p><font color="#FFFFFF"><a href="editor2.html">Advanced Level Editing
Topics --></a></font>
<p><font color="#FFFFFF">Justin Cassidy</font>
<br><a href="mailto: messiah15@*spam-me-and-die*dog.com">messiah15@dog.com</a>
<p><img SRC="../images/ssig.GIF" NOSAVE height=17 width=20>
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